Pixel Dungeon

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How it works seems inconsistent. Sometimes it'll prevent negative effects, and others it won't.

For instance, I just got DM300. He used his exhaust. Before I took dmg from it, I used cleanse. Still was taking dmg despite this.

I've also had this happen when I'm on fire - doesn't cleanse it and I keep burning, even when it's maxed.

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They didn't want to talk :

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https://github.com/TrashboxBobylev/Rat-King-Adventure/releases/tag/2.2.1

This release ports RKPD2 3.0, including Cleric and new journal, expands upon special seeds and fixes a bunch of bugs and balance issues.

2.2.1 fixes mobs not dropping anything outside LEV-ELD-OWN mode.

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The new wiki location has opened today! Move your wiki content or make new articles there!

The people from previous post were all notified about this, but even if you didn't respond, you can still contribute!

The current format, as outlined by current admit, QuasiStellar, is to describe Shattered's content in main namespace and everything else (including vanilla) in corresponding separate namespaces. It is even possible to style it according to the mod.

Good luck!

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Only took 153 games with a majority running huntress and I finally beat the game.

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How?! (lemmy.world)
submitted 1 week ago* (last edited 1 week ago) by YICHM@lemmy.world to c/pixeldungeon@lemmy.world
 
 

An old save from 2024, v2.x.

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So I have been playing for a couple years now, and I LOVE the cleric character, but am I the only one who feels like he could be a little stronger.. I can't make it past Tengu. However I have beaten it several times with the warden an the warlock. What am I doing wrong?

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This is my inventory after killing goo. XPD-HJC-HGR if anybody wants to play this amazing seed on a class where +1 strength ring and uncursed greataxe by floor 3 aren't wasted. The mimic tooth was a random trinket choice and I don't know if that is tied to the seed, but everything else is in visible rooms in the first 4 floors

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Hey Dungeoneers,

v3.1.1 released a few days ago, containing a somewhat small amount of followup tweaks to v3.1.0. The most notable changes are some visual tweaks to the Warrior's splash art in response to feedback, and some performance improvements for users on modern iPhones.

Here's a full list of changes:

Followup Warrior Tweaks

Gameplay-wise the Warrior is doing well after his mini-rework. I will likely make some changes in v3.2 but for now I'm just making one buff to an early talent:

  • Hearty Meal HP threshold increased to 33% from 30%, healing increased to 4/6 at +1/+2 from 3/5 at +1/+2.

There are also some tweaks to the Warrior's new splash in response to feedback:

  • Significantly brightened the broken seal so that new details are easier to see
  • Added back in scarring and some muscle definition to the Warrior's arms
  • Deepened shadowing along the Warrior's figure
  • Added various small details to make the armor appear more worn and the Warrior more rugged

Misc. Changes

  • Switched Shattered's rendering backend on iOS to use Metal (new) instead of OpenGL (legacy). This should result in better performance and higher frame rates on supported devices.

  • Enemies and items can no longer spawn on top of plants generated by garden rooms

  • Added a new language: Traditional Chinese!

  • Renamed Chinese language to Simplified Chinese

  • Updated translations and translator credits

  • Increased the HP threshold for status pane blinking red to 33% from 30%, for consistency with hearty meal change.

Bugfixes

Fixed the following bugs:

Caused By v3.1:

  • Incorrect landmark entries for beacon of returning

Existed Prior to v3.1:

  • Thrown weapons sticking to broken crystal guardians
  • Ebony mimics always appearing hidden after ankh revive
  • Various issues with how the game handles animation logic at very low framerates
  • Haptics not working properly on more modern iOS devices
  • Website links not working on modern iOS versions
  • Indonesian language not working on desktop platforms
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Coup d'état (slrpnk.net)
submitted 2 weeks ago* (last edited 2 weeks ago) by Track_Shovel@slrpnk.net to c/pixeldungeon@lemmy.world
 
 

Gang is all here

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I walked through a doorway and saw a necromancer adjacent to me in the prison. As I stepped back out, the necromancer followed me through the doorway and summoned a skeleton on the other side of the doorway (never seen either of those things happen before). Instead of moving out of the way it was stuck zapping the skeleton that was doing nothing until I killed the necromancer!

I'd upload a video, but Lemmy keeps giving me an error message.

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So there is interesting problem that has arisen over the years: Pixel Dungeon wiki's status. It is currently very, very slowly maintained and is located on Fandom, the wiki hosting known for how bad it is.

There have been several mentions of migration over past year, but the problem is that wiki adminship is very small and fatigued, with almost no exposure from greater public. Nobody involved seems to be interested...

So, I am asking you as a community: are you interested in contributing to such migration? Leave your name and opinions in the form linked in this post.

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Pacifist Ascent (sopuli.xyz)
submitted 3 weeks ago* (last edited 3 weeks ago) by GoldenNova@sopuli.xyz to c/pixeldungeon@lemmy.world
 
 

A really hard challenge. Only dared to play a 0-challenge run.

Had to use somewhere around 25 Potions of Healing, and had to rely heavily on the Ethereal Chains, Stones of Blink and Potions of Invisibility (and the Alchemist's Toolkit and Scrolls of Mystical Energy, too).

(And luckily, thanks to the ability to "spam" dewdrops of the Huntress (with the help of a Wand of Regrowth) and a Ring of Wealth, I could spend so many Potions of Healing for the challenge).

(At least compared to 9-challenges runs, this is still easy).

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Post your nugget of info and hopefully we can all learn something new!

This is somewhat recent but I want to mention this for other players like myself who wasn't aware. You can surprise attack using a 90 degrees wall bend and a reach weapon. Specifically, leading a mob around the bend and attacking once you see it again. You do need to hug the walls on the last two tiles of the bend and then you're free to keep hugging or move diagonally. Obviously, this isn't meant for square rooms and similar right angled walls but ones where you can escape line of sight to make the surprise attack.

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This really felt like the run that was going to get a Warrior with all 9 challenges and maximum score to the surface. Had a Ring of Haste from Sewers and a Blazing Spear +2 from Ghost quest, bought Ethereal Chains from the Sewer merchant, transmuted the Wandmaker Wand to Blastwave. Still had the Sewer and Caves Ankhs in case anything goes wrong. Fully mapped all floors, did all quests, sacrificial fires, and animated statues up until this point. And then during the second Dwarf King phase a ghoul steps into an unexpected tile, and I get attacked by the Warlock, ruining the score... Run is still winnable of course, but what is the point.

I have to say, Warrior feels terrible to play at high challenge compared to the others. Faith Is My Armor invalidates the main class mechanic, one entire subclass, and a couple of the shared talents. Wish it would either get reworked or replaced with something that affects the classes more evenly.

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4
submitted 1 month ago* (last edited 1 month ago) by sirxdaemon@lemmy.ca to c/pixeldungeon@lemmy.world
 
 

I knew you could do a lunge attack, with the duelist, with blind spots; like if you can't see a mob that's behind some tall grass, a stone pillar, or you're in a garden, but I just realised you could do the same through doors. This will help with managing the sewers, crabs in particular. I assume door lunges should benefit as a surprise attack as well.

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This patch seeks to address many of Conjurer's balance and gameplay issues and fixes many inconveniences and bugs.

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I was doing the taking the nick challenge and decided I had a good enough build to do the ascent one as well. I only had +3 plate but I was stealth focused so it didnt bother me much. My problem was that I was burning so many health potions just to move (by the sewers it was dealing 10 damage per turn, and I was spending 2 turns per move because of the slowdown)

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Hey Dungeoneers, Shattered Pixel Dungeon v3.1.0 has been released!

v3.1 includes a mini Warrior Rework, new terrain/rooms, a new trinket, and a bunch of other smaller changes and additions!

Read the Full Post Here

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Clocking in at just under two months late, RKPD2 v3.0 is finally done!

RKPD2 was previously based on Shattered v2.3 and had to implement (and buff!) a lot of content implemented since then, which took longer than I expected.

Overall, this is mostly just a content update, plus a hyper-buffed cleric with doubled tome charges, bonus recharging on eat, and four additional completely broken t3 talents.

Oh, and sniper buffs, can't forget those...

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Hello dungeon crawlers. Update 1.1.0 is out for Renewed Pixel Dungeon! This update changes several of the subclasses, adds some QoL and UI changes, adds and changes some items, changed some enemies, and more!

The full details are on

Itch.io: https://retrodevxp.itch.io/renewed-pixel-dungeon/devlog/955303/renewed-pixel-dungeon-110-is-out

as well as Github: https://github.com/RetroDevXP/renewed-pixel-dungeon/blob/main/Features.md

The android version is a work in progress. Please stay tuned!

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It's been a very busy time for me and I haven't played as much as I wanted to, but my runs with Warrior have left me with these early impressions:

  • Berserker has a lot to gain from regular shielding at low health. Pairs well with Ring of Tenacity, enough that it didn't feel like a meme to run it. I don't think it represents a huge power spike but a setup that allows you to reap the benefits of lower HP actually exists now, which is cool

  • Gladiator on the other hand feels somewhat worse to me. Typically I played Gladiator as an HP tank, so that passive shielding was more like active HP protection and the lack of cooldown on shield regeneration + permanent uptime meant that after any given fight I'd already gain the benefit of the shield, if I even needed it - if not, I'd just try to maintain combo between encounters. That's been turned on its head now and the shield can actually trigger frequently but disappear after combat, which makes the need to combo kill at the end of every fight is pretty crucial now, so building combo for a good kill feels far more pressing than it used to. You also gain nothing for doing so until you drop to half health, so you're not leveraging a big HP pool anymore.

Low health still feels like a risky way to play and while there's far more reward in it for a Berserker now, the Gladiator doesn't feel like it gains anything from this rework and maybe loses a little something - at least, in the way I always used to play Gladiator, it just doesn't exist anymore.

I'd be interested to hear what some other players have thought about the Warrior changes. My TLDR is I'm a lot more inclined to pick Zerk, a lot less inclined to assume Gladiator, and Ring of Tenacity feels way less like a meme now with regular shielding popping up once you're low enough health to make the shield effectively worth more than it says on the box.

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